//======= Copyright (c) Stereolabs Corporation, All rights reserved. =============== // Sets the stencil to a texture to be used as a mask Shader "ZED/ZED StencilToMask" { Properties { } SubShader { Tags { "RenderType"="Opaque" } Pass { Stencil{ Ref 148 Comp Equal } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return float4(1,0,0,1); } ENDCG } } }